mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
b4fec27dc6
Fix: mp_refill_bpammo_weapons 2 - was not refill bpammo for shotguns.
737 lines
26 KiB
C++
737 lines
26 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef CBASE_H
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#define CBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "saverestore.h"
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#include "schedule.h"
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#include "monsterevent.h"
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#undef CREATE_NAMED_ENTITY
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#undef REMOVE_ENTITY
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// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
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#define FCAP_CUSTOMSAVE 0x00000001
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#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
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#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
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#define FCAP_DONT_SAVE 0x80000000 // Don't save this
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#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
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#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
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#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
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#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
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#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
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// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
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#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
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#define SetThink(a)\
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m_pfnThink = static_cast<void (CBaseEntity::*)()>(a)
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#define SetTouch(a)\
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m_pfnTouch = static_cast<void (CBaseEntity::*)(CBaseEntity *)>(a)
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#define SetUse(a)\
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m_pfnUse = static_cast<void (CBaseEntity::*)(CBaseEntity *, CBaseEntity *, USE_TYPE, float)>(a)
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#define SetBlocked(a)\
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m_pfnBlocked = static_cast<void (CBaseEntity::*)(CBaseEntity *)>(a)
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#define SetMoveDone(a)\
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m_pfnCallWhenMoveDone = static_cast<void (CBaseToggle::*)()>(a)
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// for Classify
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#define CLASS_NONE 0
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#define CLASS_MACHINE 1
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#define CLASS_PLAYER 2
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#define CLASS_HUMAN_PASSIVE 3
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#define CLASS_HUMAN_MILITARY 4
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#define CLASS_ALIEN_MILITARY 5
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#define CLASS_ALIEN_PASSIVE 6
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#define CLASS_ALIEN_MONSTER 7
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#define CLASS_ALIEN_PREY 8
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#define CLASS_ALIEN_PREDATOR 9
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#define CLASS_INSECT 10
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#define CLASS_PLAYER_ALLY 11
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#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
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#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
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#define CLASS_VEHICLE 14
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#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
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#define GIB_HEALTH_VALUE -30
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#define ROUTE_SIZE 8
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#define MAX_OLD_ENEMIES 4
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#define bits_CAP_DUCK (1<<0)
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#define bits_CAP_JUMP (1<<1)
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#define bits_CAP_STRAFE (1<<2)
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#define bits_CAP_SQUAD (1<<3)
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#define bits_CAP_SWIM (1<<4)
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#define bits_CAP_CLIMB (1<<5)
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#define bits_CAP_USE (1<<6)
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#define bits_CAP_HEAR (1<<7)
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#define bits_CAP_AUTO_DOORS (1<<8)
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#define bits_CAP_OPEN_DOORS (1<<9)
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#define bits_CAP_TURN_HEAD (1<<10)
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#define bits_CAP_RANGE_ATTACK1 (1<<11)
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#define bits_CAP_RANGE_ATTACK2 (1<<12)
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#define bits_CAP_MELEE_ATTACK1 (1<<13)
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#define bits_CAP_MELEE_ATTACK2 (1<<14)
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#define bits_CAP_FLY (1<<15)
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#define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
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#define SF_NORESPAWN (1<<30) // set this bit on guns and stuff that should never respawn.
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#define DMG_GENERIC 0 // generic damage was done
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#define DMG_CRUSH (1<<0) // crushed by falling or moving object
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#define DMG_BULLET (1<<1) // shot
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#define DMG_SLASH (1<<2) // cut, clawed, stabbed
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#define DMG_BURN (1<<3) // heat burned
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#define DMG_FREEZE (1<<4) // frozen
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#define DMG_FALL (1<<5) // fell too far
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#define DMG_BLAST (1<<6) // explosive blast damage
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#define DMG_CLUB (1<<7) // crowbar, punch, headbutt
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#define DMG_SHOCK (1<<8) // electric shock
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#define DMG_SONIC (1<<9) // sound pulse shockwave
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#define DMG_ENERGYBEAM (1<<10) // laser or other high energy beam
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#define DMG_NEVERGIB (1<<12) // with this bit OR'd in, no damage type will be able to gib victims upon death
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#define DMG_ALWAYSGIB (1<<13) // with this bit OR'd in, any damage type can be made to gib victims upon death
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#define DMG_DROWN (1<<14) // Drowning
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// time-based damage
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#define DMG_TIMEBASED (~(0x3FFF)) // mask for time-based damage
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#define DMG_PARALYZE (1<<15) // slows affected creature down
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#define DMG_NERVEGAS (1<<16) // nerve toxins, very bad
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#define DMG_POISON (1<<17) // blood poisioning
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#define DMG_RADIATION (1<<18) // radiation exposure
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#define DMG_DROWNRECOVER (1<<19) // drowning recovery
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#define DMG_ACID (1<<20) // toxic chemicals or acid burns
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#define DMG_SLOWBURN (1<<21) // in an oven
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#define DMG_SLOWFREEZE (1<<22) // in a subzero freezer
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#define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
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#define DMG_EXPLOSION (1<<24)
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// these are the damage types that are allowed to gib corpses
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#define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB)
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// these are the damage types that have client hud art
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#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
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#define AIRTIME 12 // lung full of air lasts this many seconds
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#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
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#define PARALYZE_DAMAGE 1.0f // damage to take each 2 second interval
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#define NERVEGAS_DURATION 2
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#define NERVEGAS_DAMAGE 5.0f
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#define POISON_DURATION 5
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#define POISON_DAMAGE 2.0f
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#define RADIATION_DURATION 2
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#define RADIATION_DAMAGE 1.0f
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#define ACID_DURATION 2
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#define ACID_DAMAGE 5.0f
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#define SLOWBURN_DURATION 2
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#define SLOWBURN_DAMAGE 1.0f
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#define SLOWFREEZE_DURATION 2
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#define SLOWFREEZE_DAMAGE 1.0f
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#define itbd_Paralyze 0
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#define itbd_NerveGas 1
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#define itbd_Poison 2
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#define itbd_Radiation 3
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#define itbd_DrownRecover 4
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#define itbd_Acid 5
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#define itbd_SlowBurn 6
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#define itbd_SlowFreeze 7
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#define CDMG_TIMEBASED 8
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// when calling KILLED(), a value that governs gib behavior is expected to be
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// one of these three values
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#define GIB_NORMAL 0 // gib if entity was overkilled
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#define GIB_NEVER 1 // never gib, no matter how much death damage is done ( freezing, etc )
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#define GIB_ALWAYS 2 // always gib ( Houndeye Shock, Barnacle Bite )
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#define SF_ITEM_USE_ONLY 256
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#define MAX_MULTI_TARGETS 16
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#define MS_MAX_TARGETS 32
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#ifdef _WIN32
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#define EXPORT __declspec(dllexport)
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#else
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#define EXPORT /**/
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#endif // _WIN32
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class CGrenade;
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class CBaseEntity;
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class CBaseMonster;
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class CBasePlayerItem;
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class CBasePlayerWeapon;
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class CSquadMonster;
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class CCSEntity;
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class CCineMonster;
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class CSound;
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// EHANDLE. Safe way to point to CBaseEntities who may die between frames
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class EHANDLE {
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public:
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edict_t *Get();
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edict_t *Set(edict_t *pent);
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operator int();
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operator CBaseEntity*();
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operator CBasePlayer*() { return static_cast<CBasePlayer *>(GET_PRIVATE(Get())); }
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CBaseEntity *operator=(CBaseEntity *pEntity);
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CBaseEntity *operator->();
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private:
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edict_t *m_pent;
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int m_serialnumber;
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};
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// Base Entity. All entity types derive from this
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class CBaseEntity {
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public:
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virtual void Spawn() {}
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virtual void Precache() {}
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virtual void Restart() {}
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virtual void KeyValue(KeyValueData *pkvd) { pkvd->fHandled = FALSE; }
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return FCAP_ACROSS_TRANSITION; }
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virtual void Activate() {}
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virtual void SetObjectCollisionBox();
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virtual int Classify() { return CLASS_NONE; }
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virtual void DeathNotice(entvars_t *pevChild) {}
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual BOOL TakeHealth(float flHealth, int bitsDamageType);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual int BloodColor() { return DONT_BLEED; }
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virtual void TraceBleed(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual BOOL IsTriggered(CBaseEntity *pActivator) { return TRUE; }
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virtual CBaseMonster *MyMonsterPointer() { return NULL; }
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virtual CSquadMonster *MySquadMonsterPointer() { return NULL; }
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virtual int GetToggleState() { return TS_AT_TOP; }
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virtual void AddPoints(int score, BOOL bAllowNegativeScore) {}
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virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) {}
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virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) { return FALSE; }
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virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) { return FALSE; }
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virtual int GiveAmmo(int iAmount, char *szName, int iMax) { return -1; }
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virtual float GetDelay() { return 0.0f; }
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virtual int IsMoving() { return (pev->velocity != g_vecZero); }
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virtual void OverrideReset() {}
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virtual int DamageDecal(int bitsDamageType);
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virtual void SetToggleState(int state) {}
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virtual void StartSneaking() {}
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virtual void StopSneaking() {}
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virtual BOOL OnControls(entvars_t *onpev) { return FALSE; }
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virtual BOOL IsSneaking() { return FALSE; }
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virtual BOOL IsAlive() { return (pev->deadflag == DEAD_NO && pev->health > 0.0f); }
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virtual BOOL IsBSPModel() { return (pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP); }
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virtual BOOL ReflectGauss() { return (IsBSPModel() && pev->takedamage == DAMAGE_NO); }
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virtual BOOL HasTarget(string_t targetname) { return FStrEq(STRING(targetname), STRING(pev->targetname)); }
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virtual BOOL IsInWorld();
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virtual BOOL IsPlayer() { return FALSE; }
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virtual BOOL IsNetClient() { return FALSE; }
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virtual const char *TeamID() { return ""; }
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virtual CBaseEntity *GetNextTarget();
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virtual void Think() { if (m_pfnThink) (this->*m_pfnThink)(); }
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virtual void Touch(CBaseEntity *pOther) { if (m_pfnTouch) (this->*m_pfnTouch)(pOther); }
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType = USE_OFF, float value = 0.0f) { if (m_pfnUse) (this->*m_pfnUse)(pActivator, pCaller, useType, value); }
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virtual void Blocked(CBaseEntity *pOther) { if (m_pfnBlocked) (this->*m_pfnBlocked)(pOther); }
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virtual CBaseEntity *Respawn() { return NULL; }
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// used by monsters that are created by the MonsterMaker
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virtual void UpdateOwner() {}
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virtual BOOL FBecomeProne() { return FALSE; }
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virtual Vector Center() { return (pev->absmax + pev->absmin) * 0.5f; }
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virtual Vector EyePosition() { return (pev->origin + pev->view_ofs); }
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virtual Vector EarPosition() { return (pev->origin + pev->view_ofs); }
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virtual Vector BodyTarget(const Vector &posSrc) { return Center(); }
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virtual int Illumination() { return GETENTITYILLUM(ENT(pev)); }
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virtual BOOL FVisible(CBaseEntity *pEntity);
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virtual BOOL FVisible(const Vector &vecOrigin);
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#ifdef HOOK_GAMEDLL
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void SetObjectCollisionBox_();
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void TraceAttack_(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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BOOL TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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BOOL TakeHealth_(float flHealth, int bitsDamageType);
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void Killed_(entvars_t *pevAttacker, int iGib);
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void TraceBleed_(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int DamageDecal_(int bitsDamageType);
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BOOL IsInWorld_();
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CBaseEntity *GetNextTarget_();
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BOOL FVisible_(CBaseEntity *pEntity);
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BOOL FVisible_(const Vector &vecOrigin);
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#endif
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public:
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// allow engine to allocate instance data
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void *operator new(size_t stAllocateBlock, entvars_t *pevnew) { return ALLOC_PRIVATE(ENT(pevnew), stAllocateBlock); }
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// don't use this.
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#if _MSC_VER >= 1200 // only build this code if MSVC++ 6.0 or higher
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void operator delete(void *pMem, entvars_t *pevnew) { pevnew->flags |= FL_KILLME; }
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#endif
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void UpdateOnRemove();
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void EXPORT SUB_Remove();
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void EXPORT SUB_DoNothing();
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void EXPORT SUB_StartFadeOut();
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void EXPORT SUB_FadeOut();
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void EXPORT SUB_CallUseToggle() { Use(this, this, USE_TOGGLE, 0); }
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int ShouldToggle(USE_TYPE useType, BOOL currentState);
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void FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL);
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Vector FireBullets3(Vector vecSrc, Vector vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand = 0);
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void SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value);
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int Intersects(CBaseEntity *pOther);
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void MakeDormant();
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int IsDormant();
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BOOL IsLockedByMaster() { return FALSE; }
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public:
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static CBaseEntity *Instance(edict_t *pent) { return (CBaseEntity *)GET_PRIVATE(pent ? pent : ENT(0)); }
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static CBaseEntity *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
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static CBaseEntity *Instance(int offset) { return Instance(ENT(offset)); }
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CBaseMonster *GetMonsterPointer(entvars_t *pevMonster)
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{
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CBaseEntity *pEntity = Instance(pevMonster);
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if (pEntity != NULL)
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return pEntity->MyMonsterPointer();
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return NULL;
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}
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CBaseMonster *GetMonsterPointer(edict_t *pentMonster)
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{
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CBaseEntity *pEntity = Instance(pentMonster);
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if (pEntity != NULL)
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return pEntity->MyMonsterPointer();
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return NULL;
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}
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static CBaseEntity *Create(char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL);
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edict_t *edict() { return ENT(pev); }
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EOFFSET eoffset() { return OFFSET(pev); }
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int entindex() { return ENTINDEX(edict()); }
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public:
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entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
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// path corners
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CBaseEntity *m_pGoalEnt; // path corner we are heading towards
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CBaseEntity *m_pLink; // used for temporary link-list operations.
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static TYPEDESCRIPTION IMPL(m_SaveData)[5];
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void (CBaseEntity::*m_pfnThink)();
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void (CBaseEntity::*m_pfnTouch)(CBaseEntity *pOther);
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void (CBaseEntity::*m_pfnUse)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void (CBaseEntity::*m_pfnBlocked)(CBaseEntity *pOther);
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#ifdef REGAMEDLL_ADD
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CCSEntity *m_pEntity;
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#endif
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// We use this variables to store each ammo count.
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#ifndef REGAMEDLL_ADD
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// let's sacrifice this unused member, for its own needs in favor of m_pEntity
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int *current_ammo;
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#endif
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float currentammo;
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int maxammo_buckshot;
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int ammo_buckshot;
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int maxammo_9mm;
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int ammo_9mm;
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int maxammo_556nato;
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int ammo_556nato;
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int maxammo_556natobox;
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int ammo_556natobox;
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int maxammo_762nato;
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int ammo_762nato;
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int maxammo_45acp;
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int ammo_45acp;
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int maxammo_50ae;
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int ammo_50ae;
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int maxammo_338mag;
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int ammo_338mag;
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int maxammo_57mm;
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int ammo_57mm;
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int maxammo_357sig;
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int ammo_357sig;
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// Special stuff for grenades and knife.
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float m_flStartThrow;
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float m_flReleaseThrow;
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int m_iSwing;
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// client has left the game
|
|
bool has_disconnected;
|
|
};
|
|
|
|
inline int FNullEnt(CBaseEntity *ent) { return (ent == NULL || FNullEnt(ent->edict())); }
|
|
inline int FNullEnt(EHANDLE hent) { return (hent == NULL || FNullEnt(OFFSET(hent.Get()))); }
|
|
|
|
class CPointEntity: public CBaseEntity {
|
|
public:
|
|
virtual void Spawn();
|
|
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_();
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
// MultiSouce
|
|
class CMultiSource: public CPointEntity {
|
|
public:
|
|
virtual void Spawn();
|
|
virtual void KeyValue(KeyValueData *pkvd);
|
|
virtual int Save(CSave &save);
|
|
virtual int Restore(CRestore &restore);
|
|
virtual int ObjectCaps() { return (CPointEntity::ObjectCaps() | FCAP_MASTER); }
|
|
virtual BOOL IsTriggered(CBaseEntity *pActivator);
|
|
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_();
|
|
void KeyValue_(KeyValueData *pkvd);
|
|
int Save_(CSave &save);
|
|
int Restore_(CRestore &restore);
|
|
BOOL IsTriggered_(CBaseEntity *pActivator);
|
|
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
|
|
|
|
#endif
|
|
|
|
public:
|
|
void EXPORT Register();
|
|
|
|
public:
|
|
static TYPEDESCRIPTION IMPL(m_SaveData)[4];
|
|
|
|
EHANDLE m_rgEntities[MS_MAX_TARGETS];
|
|
int m_rgTriggered[MS_MAX_TARGETS];
|
|
int m_iTotal;
|
|
string_t m_globalstate;
|
|
};
|
|
|
|
// generic Delay entity.
|
|
class CBaseDelay: public CBaseEntity {
|
|
public:
|
|
virtual void KeyValue(KeyValueData *pkvd);
|
|
virtual int Save(CSave &save);
|
|
virtual int Restore(CRestore &restore);
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void KeyValue_(KeyValueData *pkvd);
|
|
int Save_(CSave &save);
|
|
int Restore_(CRestore &restore);
|
|
|
|
#endif
|
|
|
|
public:
|
|
void SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value);
|
|
void EXPORT DelayThink();
|
|
public:
|
|
static TYPEDESCRIPTION IMPL(m_SaveData)[2];
|
|
|
|
float m_flDelay;
|
|
int m_iszKillTarget;
|
|
};
|
|
|
|
class CBaseAnimating: public CBaseDelay {
|
|
public:
|
|
virtual int Save(CSave &save);
|
|
virtual int Restore(CRestore &restore);
|
|
virtual void HandleAnimEvent(MonsterEvent_t *pEvent) {}
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
int Save_(CSave &save);
|
|
int Restore_(CRestore &restore);
|
|
|
|
#endif
|
|
|
|
public:
|
|
// Basic Monster Animation functions
|
|
float StudioFrameAdvance(float flInterval = 0.0f); // accumulate animation frame time from last time called until now
|
|
BOOL GetSequenceFlags();
|
|
int LookupActivity(int activity);
|
|
int LookupActivityHeaviest(int activity);
|
|
int LookupSequence(const char *label);
|
|
void ResetSequenceInfo();
|
|
void ResetSequenceInfo_();
|
|
void DispatchAnimEvents(float flFutureInterval = 0.1f); // Handle events that have happend since last time called up until X seconds into the future
|
|
float SetBoneController(int iController, float flValue = 0.0f);
|
|
void InitBoneControllers();
|
|
|
|
float SetBlending(int iBlender, float flValue);
|
|
void GetBonePosition(int iBone, Vector &origin, Vector &angles);
|
|
void GetAutomovement(Vector &origin, Vector &angles, float flInterval = 0.1f);
|
|
int FindTransition(int iEndingSequence, int iGoalSequence, int *piDir);
|
|
void GetAttachment(int iAttachment, Vector &origin, Vector &angles);
|
|
void SetBodygroup(int iGroup, int iValue);
|
|
int GetBodygroup(int iGroup);
|
|
|
|
int ExtractBbox(int sequence, float *mins, float *maxs);
|
|
void SetSequenceBox();
|
|
public:
|
|
static TYPEDESCRIPTION IMPL(m_SaveData)[5];
|
|
|
|
// animation needs
|
|
float m_flFrameRate; // computed FPS for current sequence
|
|
float m_flGroundSpeed; // computed linear movement rate for current sequence
|
|
float m_flLastEventCheck; // last time the event list was checked
|
|
BOOL m_fSequenceFinished; // flag set when StudioAdvanceFrame moves across a frame boundry
|
|
BOOL m_fSequenceLoops; // true if the sequence loops
|
|
};
|
|
|
|
// generic Toggle entity.
|
|
class CBaseToggle: public CBaseAnimating {
|
|
public:
|
|
virtual void KeyValue(KeyValueData *pkvd);
|
|
virtual int Save(CSave &save);
|
|
virtual int Restore(CRestore &restore);
|
|
virtual int GetToggleState() { return m_toggle_state; }
|
|
virtual float GetDelay() { return m_flWait; }
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void KeyValue_(KeyValueData *pkvd);
|
|
int Save_(CSave &save);
|
|
int Restore_(CRestore &restore);
|
|
|
|
#endif
|
|
|
|
public:
|
|
void LinearMove(Vector vecDest, float flSpeed);
|
|
void EXPORT LinearMoveDone();
|
|
void AngularMove(Vector vecDestAngle, float flSpeed);
|
|
void EXPORT AngularMoveDone();
|
|
BOOL IsLockedByMaster();
|
|
|
|
public:
|
|
static float AxisValue(int flags, const Vector &angles);
|
|
static void AxisDir(entvars_t *pev);
|
|
static float AxisDelta(int flags, const Vector &angle1, const Vector &angle2);
|
|
|
|
public:
|
|
static TYPEDESCRIPTION IMPL(m_SaveData)[19];
|
|
|
|
TOGGLE_STATE m_toggle_state;
|
|
float m_flActivateFinished; // like attack_finished, but for doors
|
|
float m_flMoveDistance; // how far a door should slide or rotate
|
|
float m_flWait;
|
|
float m_flLip;
|
|
float m_flTWidth; // for plats
|
|
float m_flTLength; // for plats
|
|
|
|
Vector m_vecPosition1;
|
|
Vector m_vecPosition2;
|
|
Vector m_vecAngle1;
|
|
Vector m_vecAngle2;
|
|
|
|
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
|
|
float m_flHeight;
|
|
EHANDLE m_hActivator;
|
|
void (CBaseToggle::*m_pfnCallWhenMoveDone)();
|
|
Vector m_vecFinalDest;
|
|
Vector m_vecFinalAngle;
|
|
|
|
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
|
|
|
|
string_t m_sMaster; // If this button has a master switch, this is the targetname.
|
|
// A master switch must be of the multisource type. If all
|
|
// of the switches in the multisource have been triggered, then
|
|
// the button will be allowed to operate. Otherwise, it will be
|
|
// deactivated.
|
|
};
|
|
|
|
#include "basemonster.h"
|
|
|
|
// Generic Button
|
|
class CBaseButton: public CBaseToggle {
|
|
public:
|
|
virtual void Spawn();
|
|
virtual void Precache();
|
|
virtual void KeyValue(KeyValueData *pkvd);
|
|
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
|
|
virtual int Save(CSave &save);
|
|
virtual int Restore(CRestore &restore);
|
|
virtual int ObjectCaps()
|
|
{
|
|
if (pev->takedamage == DAMAGE_NO)
|
|
{
|
|
return FCAP_IMPULSE_USE;
|
|
}
|
|
|
|
return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
|
|
}
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_();
|
|
void Precache_();
|
|
void KeyValue_(KeyValueData *pkvd);
|
|
BOOL TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
|
|
int Save_(CSave &save);
|
|
int Restore_(CRestore &restore);
|
|
|
|
#endif
|
|
|
|
public:
|
|
void RotSpawn();
|
|
void ButtonActivate();
|
|
void SparkSoundCache();
|
|
|
|
void EXPORT ButtonShot();
|
|
void EXPORT ButtonTouch(CBaseEntity *pOther);
|
|
void EXPORT ButtonSpark();
|
|
void EXPORT TriggerAndWait();
|
|
void EXPORT ButtonReturn();
|
|
void EXPORT ButtonBackHome();
|
|
void EXPORT ButtonUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
|
|
|
|
enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN };
|
|
BUTTON_CODE ButtonResponseToTouch();
|
|
|
|
public:
|
|
static TYPEDESCRIPTION IMPL(m_SaveData)[8];
|
|
|
|
BOOL m_fStayPushed;
|
|
BOOL m_fRotating;
|
|
string_t m_strChangeTarget;
|
|
locksound_t m_ls;
|
|
byte m_bLockedSound;
|
|
byte m_bLockedSentence;
|
|
byte m_bUnlockedSound;
|
|
byte m_bUnlockedSentence;
|
|
int m_sounds;
|
|
};
|
|
|
|
// This spawns first when each level begins.
|
|
class CWorld: public CBaseEntity {
|
|
public:
|
|
virtual void Spawn();
|
|
virtual void Precache();
|
|
virtual void KeyValue(KeyValueData *pkvd);
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_();
|
|
void Precache_();
|
|
void KeyValue_(KeyValueData *pkvd);
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
// Converts a entvars_t * to a class pointer
|
|
// It will allocate the class and entity if necessary
|
|
template <class W, class T>
|
|
T *GetClassPtr(T *a)
|
|
{
|
|
entvars_t *pev = (entvars_t *)a;
|
|
|
|
// allocate entity if necessary
|
|
if (pev == NULL)
|
|
pev = VARS(CREATE_ENTITY());
|
|
|
|
// get the private data
|
|
a = (T *)GET_PRIVATE(ENT(pev));
|
|
|
|
if (!a)
|
|
{
|
|
// allocate private data
|
|
a = new(pev) T;
|
|
a->pev = pev;
|
|
|
|
#ifdef REGAMEDLL_ADD
|
|
a->m_pEntity = new W();
|
|
a->m_pEntity->m_pContainingEntity = a;
|
|
#endif
|
|
|
|
#if defined(HOOK_GAMEDLL) && defined(_WIN32) && !defined(REGAMEDLL_UNIT_TESTS)
|
|
VirtualTableInit((void *)a, stripClass(typeid(T).name()));
|
|
#endif
|
|
}
|
|
|
|
return a;
|
|
}
|
|
|
|
extern CUtlVector<hash_item_t> stringsHashTable;
|
|
|
|
C_DLLEXPORT int GetEntityAPI(DLL_FUNCTIONS *pFunctionTable, int interfaceVersion);
|
|
C_DLLEXPORT int GetNewDLLFunctions(NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion);
|
|
|
|
int CaseInsensitiveHash(const char *string, int iBounds);
|
|
void EmptyEntityHashTable();
|
|
void AddEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType);
|
|
void RemoveEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType);
|
|
void printEntities();
|
|
edict_t *CREATE_NAMED_ENTITY(string_t iClass);
|
|
void REMOVE_ENTITY(edict_t *pEntity);
|
|
void CONSOLE_ECHO_(char *pszMsg, ...);
|
|
void loopPerformance();
|
|
int DispatchSpawn(edict_t *pent);
|
|
void DispatchKeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd);
|
|
void DispatchTouch(edict_t *pentTouched, edict_t *pentOther);
|
|
void DispatchUse(edict_t *pentUsed, edict_t *pentOther);
|
|
void DispatchThink(edict_t *pent);
|
|
void DispatchBlocked(edict_t *pentBlocked, edict_t *pentOther);
|
|
void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData);
|
|
int DispatchRestore(edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity);
|
|
CBaseEntity *FindGlobalEntity(string_t classname, string_t globalname);
|
|
void DispatchObjectCollsionBox(edict_t *pent);
|
|
void SaveWriteFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);
|
|
void SaveReadFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);
|
|
void SetObjectCollisionBox(entvars_t *pev);
|
|
void OnFreeEntPrivateData(edict_t *pEnt);
|
|
|
|
#endif // CBASE_H
|